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Steenamaroo

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Everything posted by Steenamaroo

  1. ...You'd need to make sure that config / titles / AddTitleHoldersToGroup is set to true for the above to happen.
  2. Hi again, When someone is given a title the group is completely emptied before they are added to it. Are you definitely on the most recent version, 2.2.6?
  3. You're right - CustomLoot doesn't create the crate, or the marker, but recent changes in Rust code mean that the vanilla marker gets destroyed if anything is moved into, or out of, the crate. I've written a workaround for that which I'll drop here for testing asap, although my rust computer's not likely to be up today. Maybe tonight...if not tomorrow.
  4. Hi @KayKay Yes, each title can have a group and the player who holds that title will be the only player in that group, so you could enable all that then give that group the permission and achieve what you're describing.
  5. Oh, ok. The marker issue. Apart from the marker not showing, the plugin should work fine. I have a fix for that that someone was testing but I never heard back. As far as I know it should work well, though, so I'll publish that soon. Thanks for the reminder.
  6. You miss it? As far as I know it's working fine, no?
  7. Two years, almost to the day! Hard to believe. I appreciate the support. It was a bit of a polarising thing and my handling didn't help. I understood and accepted both sides then, and I do now. The amount of feedback, suggestions, and offers to test over these two years has been fantastic and BotReSpawn has only benefitted from that!
  8. Steenamaroo

    NPCKits

    Hi @carlness Are you making manual edits to the file? If so, unload the plugin first or just use the UI in-game to add kits.
  9. I see what's changed. Should be a quick and easy fix. I'll see about getting it public either tonight or tomorrow. Thanks again!
  10. Thanks for reporting this. I guess something that CustomLoot does, and some other plugins do, must now trigger a refresh or something like that. I'll see if I can recreate it on a test server and work around it.
  11. That's correct ^. The normal monument and custom profiles are capped - There can only ever be X npcs, but event profiles aren't capped so if you have hundreds of airdrops, you'll get 100X npcs. For that reason I built in a suicide timer to ensure that npcs spawned by event profiles get killed off after a reasonable period of time. As @Malkizidsaid, just make sure Suicide Timer is turned up to some reasonable number of minutes.
  12. Hi, Not sure what's happened there. Do you see any errors in console when you reload PlayerRanks? I'm thinking maybe your config file has an issue?
  13. Hi, As the moment if you want to make manual edits to the json data files, the plugin needs to be unloaded first. I was always meant to add a 'reload from file' option to facilitate loading in edits without reloading the whole plugin, but I never got around to it.
  14. HI @Papa Bear Glad to hear you're having fun customising your npcs, between NPCKits and BotReSpawn. If you're placing a custom spawnpoint up in that tower the npc should spawn exactly where you placed it, as long as there's navmesh up there. You can check to confirm by using the check navmesh button in the BotReSpawn UI, when you're placing/moving spawnpoints. If there's no navmesh then you'd have to set the profile for that npc to Stationary : true in order to force him to spawn there. The tradeoff is that if Stationary : true is required the npc won't be able to navigate around. It'll just stay in that exact spot.
  15. Hi, To ensure that the npcs drop vanilla loot you'd need to make sure that Allow_Rust_Loot_Percent is 100, and Rust_Loot_Source is "Default NPC". To prevent contents of the main container of the kit being lootable from the npc's corpse you'd set Wipe_Main_Percent to 100. You can, alternatively, just remove the unwanted items from the kit. These options are all per-profile and can be found in the UI for any profile under the 'Death' tab.
  16. That's a great idea @Evan Mayo I'll take a look at that soon. Thanks for the comments!
  17. @Stark You can use it to prevent event profiles from taking place in close proximity to some monument/profile so, for example, you could have npcs spawn when a PatrolHeli is taken down, but you you could set up your airfield profile to prevent the above, if it takes place near the airfield.
  18. No, not yet. The last update was just a patch to stay up to date with Facepunch changes at wipe. I always list all the changes in update notes so you'll see it added, most likely in the next version.
  19. @william longThere isn't really a default, with reference to vanilla, as there's multiple different npc types within vanilla Rust, all with different behaviours, weapons, clothing etc. BotReSpawn doesn't spawn a vanilla junkpile guy, or heavy scientist, or whatever - Its AI and specs differ from the vanilla npcs and there are behaviour customisations and various difference. The default settings provided for things like health and aggro/deaggro are just a sort of middle ground, just trying to avoid making any particular setting extreme.
  20. It's all there in the UI, although I guess I could include a document too. There is no standard vs heavy in BotReSpawn - There's just npc. You customise how they look and what weapons they have via kits, and modify their health and behaviour via the UI options.
  21. Thanks @Malkizid- Very happy to hear that!
  22. @Malkizid- Yes, this shouldn't be a problem. I'll include it in the next update.
  23. @william long - Sorry, I overlooked your support request. I've replied now.
  24. Hi, Thanks for reporting. I've added an additional null check which may solve it. If it doesn't then it's possible it's a carbon specific issue - I'll speak to Raul in that case to see what we can do.
  25. Thanks Pookins. Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example, you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site. For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point, then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change. You must set the parent for a custom profile before creating your spawnpoints, if you want to do this. If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically, then you may want to use the parent option now to save more work later. Directly answering your question, though, when recycling the same map everything should just work automatically across wipes. Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.
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